Once again, the virtual reality of the 1990s, which was responsible for making us laugh so much in the year 2000, will be the new black. This gloomy swallow will return, and it will appear to be the best.
The term “virtual reality” has made a triumphant return. As a result of Facebook’s acquisition of Oculus headsets for one billion dollars, the guys who wear headsets are once again attending technology conventions. It is a return to the 1990s: the promise of digital space, with technology that has advanced enormously and a point of view that is virtually precisely the same as it was back then.
The awe that came from being able to make the screen react to what you did was still fresh at that time. It was the magic of the video game that you connected to the television, and it was the fascination of the graphical interface. It was the qualitative leap where command lines were abandoned, and I could communicate with the machine by pressing icons. In the course of what appeared on the screen, there was an increasing amount of content that pointed to a culmination: entering the machine and having a digital body in the digital environment. Escapes to a primitive artificial realm consisting of polygons, awkward liquids, and infinite tunnels were offered in films such as The Lawnmower (1992), which featured a virtual reality in which helmets were braided with cables and gloves were equipped with fiber optics.
As the graphic and interactive worlds accelerated in the nineties, virtual reality appeared to be within reach. It posed a menace to the younger generations, threatening to entangle them and transform them into addicts to a world of distractions that were incomparable to the proximity of the physical world. When a universe of distractions that were incomparable to the real world actually trapped the younger generations on their screens, that threat was no longer a threat. Internet access had finally arrived.
Those specters of virtual reality that had been put on hold as a result of the introduction of the Internet have now been reclaimed with the flip of a checkbook. According to Cory Ondrejka, the vice president of Facebook who was in charge of the acquisition of Oculus, the glasses represent the next phase in the evolution of social networks. The difference between looking at photographs of your friend’s wedding and actually being there, “giving yourself a feeling of space and presence,” and being absorbed in an image or a video in which you are able to turn your head and see your surroundings in their entirety and without interruption. A thousand different perspectives of the thousand mobiles were altered as a result of the surrounding film.
At the offices of Visyon360, a firm located in Barcelona that already transmits live events for viewing on virtual reality glasses, Marc Pedrol was quoted as saying, “The future of virtual reality is the immersive experience.” Its presentation of the premiere of Interstellar is a scale model of the social weddings that are to come into existence, with the red carpet of today being replaced by the hotel lounge of tomorrow instead. Recordings made in the locker room of the Brazilian football team, drives in race cars, and parachute jumps in which the air and vertigo are all around you are some of the examples of these memories of the future that the company has.
A concert by Arcade Fire in which you have the option of paying attention to the band or turning your back and allowing yourself to be blinded by the crowd. A future of sports broadcasting in which the world of glasses is that of the stadium seen from a seat, where you can watch the game or instead watch your neighbor, is not an improbable scenario. It is not hard to conceive such a future. In the same way that celebrities are compensated for sitting on fashion catwalks, there will be people who have it as their vocation to sit next to the camera. This means that they will be sitting next to all of the people who now occupy that position, both now and in the future.
The technology that was considered science fiction in the nineties is now available to us, but we do not have the worlds to fill it. The video game business is currently experiencing such enormous growth that it is unavoidable to draw parallels between it and the enormous growth that Facebook has had in the realm of immersive eyewear. Nevertheless, there is no obvious method for describing virtual experiences in spaces that encompass 360 degrees.
As I navigate Weightless, a minimal adventure in which I can push weightless screws like an astronaut in orbit, Pedro tells me, “There’s no set way to say go here or look at this.” Weightless is a minimal adventure. One of the most remarkable aspects is that the glasses are able to identify the presence of hands in the game based on proximity, eliminating the requirement for gloves. Fake hands with a skin texture that is irritable, that move when you instruct your hands to move, and that when they touch, they match your sense of touch.
The emerging conflict between consoles
The other sensations that make up what is referred to as “4D” are as follows: perfume spray, water splashes, air speed, and seat vibration. All three dimensions, in addition to a sensory component. On a roller coaster, I am seated in a seat that transmits the rattling of the tracks, and fans blow on me when I accelerate downhill. The water has been removed from the ride because there are some who are opposed to it. The absence of inertia that occurs when the car leaves the rails and avoids a jump into the vacuum is one of the ways that 4D tricks the body with facial feelings and nuances associated with gusts of wind. Those museum and global expo platforms from the late nineties, in which you flew in groups of twenty seats over the landscapes of Canada or the works of Escher, likewise extended with a fan and rattling, are not too unlike to this one.
Virtual reality is still associated with the picture of an interior machine that promises to transport us to distant worlds; however, it is progressively shifting into the opposite corner, which is focused on close-up worlds that are displayed on portable machines. Virtual reality is unquestionably making its way into the realm of mobile phones. There is a headset manufactured by Samsung that has a slot in which you can place your mobile phone. The screen and accelerometers of the phone are used to display a virtual environment that moves in response to your head movements. A partnership has been formed between Valve, the firm that is best known for the computer games Portal and Half-Life, and HTC. In addition to the fact that it already possesses both video games and movies in addition to mobile phones, Sony is going to release its very own headgear model for the next generation of PlayStation.
When it comes to the little screen, virtual reality
Virtual reality (VR) that is applied to mobile devices offers a low-cost alternative to the immersive experience. To experience virtual reality (VR) in three dimensions with a smartphone, all you need is a pair of cardboard glasses that cost six euros. These glasses allow the phone to fit in the same way as a Samsung Gear, but they offer only a small degree of isolation from the outside world. While you are holding the viewer in your hand, you are reminded of the vacation viewers that were shaped like televisions and showed landmarks in beach towns. This was not a coincidence. The range that allows virtual reality to be viewed as a format that is “ready to reach the mainstream and reach a transversal audience” skyrockets, according to Pedrol. This range is between five hundred euros for an Oculus Rift and six
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